Lights Out features a number of customisable procedural generation modifications to the sector. Moon spawning generates small, bite-sized moons around various planets, scaling to their size. Appropriate weather and resource conditions are applied. Second, Non-core systems (excluding Nebulas due to engine limitations) are hidden from the hyperspace map, and must be seeked out by the player. LightsOut/data/config/settings.json allows various values to be adjusted, and features to be disabled. Should be compatible with all sector generation mods.
v1.2.0
– added Planetary Moon condition to all moons, impedes population growth beyond a capped limit (settings.json to modify)
– updated to 0.95.1a-RC6
I haven’t noticed much the more moon. Is it because im using a mod adding planet types?
A really original idea, I will probably include it in my next big playthrought
for an upcoming TC mod.
And I guess that would make gameplay similar to FTL? or Avorion more exactly?
This is a really cool idea. Assuming the next release fleshes out exploration and adds content and missions, I’m really excited to use both in tandem.
I’m afraid that this mod is just limited to procgen changes, but I’m glad you like it.
This is really cool, and I’m almost as excited to poke around under the hood and see what you did as I am to play a full run with it.
Thank you! As for the under the hood stuff, it’s fairly straightforward (and I’m guessing you can already see the applications for hidden faction content etc.). For any mod author reading this, feel free to use any of the mechanics in this mod for your own stuff .
Fantastic! Really enjoy exploring new worlds.
for an upcoming TC mod.
And I guess that would make gameplay similar to FTL? or Avorion more exactly?
Well, it’s a ways off. I did a writeup about my ideas on the discord, but I’ve started working on a semi-roguelike conversion mod with a ton of content, missions, lore etc., featuring the procgen I’m live-testing with this mod.

- Habitable worlds can now generate in suitable systems. Ruins and salvage can be found here.
- Adjusted resource generator to less frequently assign low level resources
- Resource generator no longer guaranteed to give some kind of ore / rare ore
- Added options to settings.json to adjust spawning probabilities
- Reduced moon spawning around gas giants.
- Added comments to settings.json in mod folder for better clarity
This mod really puts that into action.
It’s become an essential mod to my absurdly sized mod lists (115 mods, had to downsize from 137 previously).
- Tweaked moon condition spawning related to gas giants.
@tomatopaste, I absolutely love the ‘fog of war’ effect! I would like to see a couple additions, please:
1- The settings file is deep in the folders but other mods put it in the first, with the mod description file, could you move it?
2- The descriptions of the settings give a general idea but could you add the minimum & maximum range? eg”higher is lower chance for habitable planets. Default: 8″ is fine but is the minimum 0 or 1? Is the maximum 10 or 255?
3- Can we have a setting to not-conceal the closest systems to the core worlds? Say, within 10 lightyears? Its really wierd for Dhuzak & Penelope’s Star to be hidden.
Thank You Very Much for this Mod!
However, there is an issue with them.
Due to how the revealing mechanic appears to work, it is very possible that some stars may remain hidden indefinitely as there are no hints or other feedback showing that a star is in the area even if you don’t know exactly where.
They do show up as a non-specific sensor contact, but only at a fairly short range. Short enough that with a big enough fleet/sensor level it doesn’t appear at all as the star will be revealed before it shows.
What the problem with this then?
Bounties are spawned in systems as per normal, nothing changes here. That includes stars which you have not yet discovered.
And this can lead to situations where a bounty spawns in a system you don’t know about, is far enough away from others in it’s constellation/area to be non-trivial to find, and you only have the vaguest idea where in a huge area to look for it.
This caused me enough frustration that I disabled the hiding mechanics just to avoid that stuff.
Might be worth looking at some means of telegraphing the presence of hidden stars at a much greater range, especially when the player has a significantly large fleet/sensor range.
Luckily, this mod is worth it for the procgen changes alone. Even despite the weirdness it causes with the system overview UI that doesn’t know how to handle >4 moons.